#version 320 es
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec3 a_Normal;

uniform mat4 u_ModelMatrix;
uniform mat4 u_ViewMatrix;
uniform mat4 u_ProjMatrix;

void main() {

        gl_Position = u_ProjMatrix * u_ViewMatrix  * u_ModelMatrix * vec4(a_Position, 1.0);
}